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I have missed out on a couple of cards because of this, but after a while you get an eye for this.
I had a lot of fun with Knee-Breaker, but the Finishing Move decks seam way harder to build than a simple Boiling Blood chain.
-I've never played Burst, Behavioral Unification, Call Together, or Drain Life.
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I only got Drain Life into my deck through an event. If you can lower the cost through your cost reduction effects enough, it can do double duty as an energy generator and kill card in your combo chain, but otherwise it is a rather boring card.
Call Together + on the other hand is awesome with copy effects: Not only because you get all the Banish copies back, but Proliferation+ on Call Together+ allows you to replay as many cards from your block pile as you want.
-Prophet probably has the weakest starting deck. Crawling Nightmare is kind of consistently bad.
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Agreed on the first part. Since I tend to prioritize library manipulation like Divination over damage spells, CN is often one of the only unfair things that you can consistently trigger during stage 2.
I dislike cards like Vow, since the encourage stalling the game long past the point where you could win. The effect also doesn't really fit the concept of a vow: if you have to promise something over and over again without achieving something, a vow becomes less relevant. My idea for a fixed Vow would be a card that does nothing on its own and can't be banished (since a vow is binding), but gives you a strong effect when it is fulfilled: like banish it and gain 100 Gold + 20 XP when you slay a boss while this is in your hand.
Since I don't care about ranking in a singleplayer game without rewards, grinding the daily challenge for max score isn't really an issue for me. For people that are more competitive in that regard, I can see how that can be a problem though...
Thanks for taking the time for this massive post. The forum really could use more active members.